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Kanij
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Postby Kanij » Jan 29, 2017 22:39

Trishin wrote:Small appendix:

Housing crafting merchants
We have decided to implement the crafting merchants in housing, however to avoid the cities being abandoned, and to ensure that there is a large incentive to be active in RvR, we have decided to only implement the merchants that are currently available in the cities. (This means the highest tiers of crafting materials are still only available in relic keeps and the outer crafting keeps for each realm except for alchemy and spellcrafting).

- We want to remind players that this change will remove most of the time consumption for doing RvR as it will be possible to buy and craft all potions in houses.


I thought Uthgard was "Classic 1.65" That is a custom change.

Where do custom changes stop if something as simple as crafting merchant is changed?

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Trishin
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Postby Trishin » Jan 29, 2017 22:59

Kanij wrote:
Trishin wrote:Small appendix:

Housing crafting merchants
We have decided to implement the crafting merchants in housing, however to avoid the cities being abandoned, and to ensure that there is a large incentive to be active in RvR, we have decided to only implement the merchants that are currently available in the cities. (This means the highest tiers of crafting materials are still only available in relic keeps and the outer crafting keeps for each realm except for alchemy and spellcrafting).

- We want to remind players that this change will remove most of the time consumption for doing RvR as it will be possible to buy and craft all potions in houses.


I thought Uthgard was "Classic 1.65" That is a custom change.

Where do custom changes stop if something as simple as crafting merchant is changed?



Our goal is to launch with as few custom features as possible. After release, if the situation calls for it, we may introduce small non-gameplay influencing custom features. Do not expect any custom features that would effect balance in the slightest way. The few custom features we do have are things like slightly more advanced housing options compared to what existed in 1.65.


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Chysil
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Postby Chysil » Jan 29, 2017 23:00

Kanij wrote:
Trishin wrote:Small appendix:

Housing crafting merchants
We have decided to implement the crafting merchants in housing, however to avoid the cities being abandoned, and to ensure that there is a large incentive to be active in RvR, we have decided to only implement the merchants that are currently available in the cities. (This means the highest tiers of crafting materials are still only available in relic keeps and the outer crafting keeps for each realm except for alchemy and spellcrafting).

- We want to remind players that this change will remove most of the time consumption for doing RvR as it will be possible to buy and craft all potions in houses.


I thought Uthgard was "Classic 1.65" That is a custom change.

Where do custom changes stop if something as simple as crafting merchant is changed?


not sure how a lowbee running out to a keep to buy materials is "active RVR". This is a highly custom change, and I think it misses the entire point that people were asking for the crafting merchants in the first place. Also, if you wanted to cities to be populated you should have either added all merchants to the capital city like in Beta, or made housing ONLY for the high tier (instead of only for the low tier). Right now, if I have a house, there is zero point for me to go to the capital city or any other city to craft
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Kannibal19
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Postby Kannibal19 » Jan 29, 2017 23:13

Trishin wrote:Small appendix:

Housing crafting merchants
We have decided to implement the crafting merchants in housing, however to avoid the cities being abandoned, and to ensure that there is a large incentive to be active in RvR, we have decided to only implement the merchants that are currently available in the cities. (This means the highest tiers of crafting materials are still only available in relic keeps and the outer crafting keeps for each realm except for alchemy and spellcrafting).

- We want to remind players that this change will remove most of the time consumption for doing RvR as it will be possible to buy and craft all potions in houses.


Unless I'm missing something how will this prevent major cities from being abandoned? Won't people just craft 1-500 in house skipping the main city part? All this does is make it still a royal pain to craft large orders for people. Still gotta run out to relic keep each time. Not seeing the point in this custom change.

Why not the opposite, keep 1 to 500 in cities and allow the 800-1k merchant in house? That way people can craft and add items to CM right away. Just a thought.

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DavidSpayd
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Postby DavidSpayd » Jan 29, 2017 23:18

I am super happy with all the above news. I am also happy I was able to get right on today, thank you for your diligent work or everything! I haven't had this much fun in years!

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silenced
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Postby silenced » Jan 29, 2017 23:38

Trishin wrote:EDIT:

Housing crafting merchants
We have decided to implement the crafting merchants in housing, however to avoid the cities being abandoned, and to ensure that there is a large incentive to be active in RvR, we have decided to only implement the merchants that are currently available in the cities. (This means the highest tiers of crafting materials are still only available in relic keeps and the outer crafting keeps for each realm except for alchemy and spellcrafting).

- We want to remind players that this change will remove most of the time consumption for doing RvR as it will be possible to buy and craft all potions in houses.


What does this have to do with 'time consumption for RVR'? Care to elaborate please? Right now you buy mats in cam for alchemy, put them into vault, go to your house or guild house -> put into housevault, accessible for everyone -> all set.

Seriously, you go very far down the road to absolute CustomGard.

What is the problem by not adding the full house merchants? You only make life hard for all Armorers and Weaponcrafters and the fletchers. Tailor can stay in relic keep and craft on the spot. That's not fair for the other professions. Additional, you need inlays for chain, and for alb plate too, which has to be made by a tailor. Would all be more fun to make if you had all in housing, or in the capitals, or in the SI crafting hubs. (Will you remove the high mat merchants there aswell? For reasons noone will ever believe?)

Anyways, good job ... I still have fun with my lvl 5 legendary crafters. =)
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davidoof
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Postby davidoof » Jan 30, 2017 00:24

whats to do then are 7 bgs for same spot in hib (some of them set with treasurer trap) ?

leave spot / must join one random bg / try find one bg without treassurer trap / make own bg / try search oldest bg / dont care about bg ?
Back to NF, NEW RA.

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Ardri
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Postby Ardri » Jan 30, 2017 00:33

Trishin wrote:
Kanij wrote:
Trishin wrote:Small appendix:

Housing crafting merchants
We have decided to implement the crafting merchants in housing, however to avoid the cities being abandoned, and to ensure that there is a large incentive to be active in RvR, we have decided to only implement the merchants that are currently available in the cities. (This means the highest tiers of crafting materials are still only available in relic keeps and the outer crafting keeps for each realm except for alchemy and spellcrafting).

- We want to remind players that this change will remove most of the time consumption for doing RvR as it will be possible to buy and craft all potions in houses.


I thought Uthgard was "Classic 1.65" That is a custom change.

Where do custom changes stop if something as simple as crafting merchant is changed?



Our goal is to launch with as few custom features as possible. After release, if the situation calls for it, we may introduce small non-gameplay influencing custom features. Do not expect any custom features that would effect balance in the slightest way. The few custom features we do have are things like slightly more advanced housing options compared to what existed in 1.65.


From our FAQ


Cool. Can we get /release city then? Maybe 10 stacked potions?
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Rukc
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Postby Rukc » Jan 30, 2017 01:40

hats off to the game and what you all have done with hitting 4800.
But in doing so you have made it so I can't play during 11 am cst in US to about 6PM my lag is so bad pluss I usually go LD multiple time and just quit

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Aragrin
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Postby Aragrin » Jan 30, 2017 02:52

Thank you all for first: going to all the hard work of making a viable stable game for us lovers of DAoC classic-ish. Thank you for catching the cheaters. Thank you for monitoring and warning people about kill stealing and mob stealing. I truly believe that some people who are new to DAoC don't know that is not tolerated here. A lot of the newer games have no penalties or perks for hitting and or killing someone else's mobs. I just started crafting, but I feel like whatever you did with crafting most likely had a reason.

I know you guys will be working on implementing more quests, so I will wait patiently. LOL I am a player who enjoys great PVE as well as great RVR. I also craft, so yes, this game satisfies all aspects of my gaming experience.

Again, thank you for all the hard work. :grin:
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PhantamWarrior
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Postby PhantamWarrior » Jan 30, 2017 02:58

So are you banned if you have the hardware for cheating on your pc? I was looking at a motherboard for building new pc and i liked all the features except it comes equiped with radar 2. My question is just because its on there would that merit a ban? Or would you have to actively use the feature to merit the ban? If that would cause discrepancy I have no problem finding a different motherboard was just curious on how you look at it.

Love the progress keep up the good work! :grin:

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guirssane
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Postby guirssane » Jan 30, 2017 03:09

PhantamWarrior wrote:So are you banned if you have the hardware for cheating on your pc? I was looking at a motherboard for building new pc and i liked all the features except it comes equiped with radar 2. My question is just because its on there would that merit a ban? Or would you have to actively use the feature to merit the ban? If that would cause discrepancy I have no problem finding a different motherboard was just curious on how you look at it.

Love the progress keep up the good work! :grin:


wait what

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Blue
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Postby Blue » Jan 30, 2017 03:34

Ardri wrote:Cool. Can we get /release city then? Maybe 10 stacked potions?

What has that to do with housing? We said from the beginning that housing will remain customized on Uthgard. A reason is that housing was introduced in 1.63, just 3 months before ToA. We have choosen 1.65 as target because we assume that Mythic had enough time to balance the game vs. new SI classes until then and its the latest patch right before ToA. Classic era is not considered to be what was active for only 3 months right before ToA. Thats the reason why we take the right to keep housing customized and fit it into the classic spirit of the game. Hope you understand.
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YOLKD
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Postby YOLKD » Jan 30, 2017 04:56

Blue wrote:
Ardri wrote:Cool. Can we get /release city then? Maybe 10 stacked potions?

What has that to do with housing? We said from the beginning that housing will remain customized on Uthgard. A reason is that housing was introduced in 1.63, just 3 months before ToA. We have choosen 1.65 as target because we assume that Mythic had enough time to balance the game vs. new SI classes until then and its the latest patch right before ToA. Classic era is not considered to be what was active for only 3 months right before ToA. Thats the reason why we take the right to keep housing customized and fit it into the classic spirit of the game. Hope you understand.


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Postby Bee » Jan 30, 2017 05:09

Great job guys really enjoying playing here have not played Daoc in many years.

No clue when it came into Daoc but please put binds in the BG's takes too long to get back if you die, would love to see them full.

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